/Engine/Source/Runtime/Engine/Classes/Engine/Scene.h
To be able to use struct PostProcessSettings. Each property consists of a bool to enable it (by default off), the variable declaration and further down the default value for it. The comment should include the meaning and usable range.
struct FPostProcessSettings
TObjectPtr< cla...
AmbientCubemap
The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here
float
AmbientCubemapIntensity
To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter
FLinearColor
AmbientCubemapTint
AmbientCubemap tint color
float
AmbientOcclusionBias
>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details
float
AmbientOcclusionFadeDistance
>0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)
float
AmbientOcclusionFadeRadius
>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out
float
AmbientOcclusionIntensity
0..1 0=off/no ambient occlusion ..
float
AmbientOcclusionMipBlend
Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value
float
AmbientOcclusionMipScale
Affects the radius AO radius scale over the multiple mips (lower resolution versions)
float
AmbientOcclusionMipThreshold
To tweak the bilateral upsampling when using multiple mips (lower resolution versions)
float
AmbientOcclusionPower
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
float
AmbientOcclusionQuality
0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition
float
AmbientOcclusionRadius
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
uint32: 1
AmbientOcclusionRadiusInWS
True: AO radius is in world space units, false: AO radius is locked the view space in 400 units
float
AmbientOcclusionStaticFraction
0..1 0=no effect on static lighting ..
float
AmbientOcclusionTemporalBlendWeight
How much to blend the current frame with previous frames when using GTAO with temporal accumulation
uint32:  1
AutoExposureApplyPhysicalCameraExposure
Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
float
AutoExposureBias
Logarithmic adjustment for the exposure.
float
AutoExposureBiasBackup
With the auto exposure changes, we are changing the AutoExposureBias inside the serialization code.
TObjectPtr< cla...
AutoExposureBiasCurve
Exposure compensation based on the scene EV100.
float
AutoExposureHighPercent
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
float
AutoExposureLowPercent
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
float
AutoExposureMaxBrightness
Auto-Exposure maximum adaptation.
TObjectPtr< cla...
AutoExposureMeterMask
Exposure metering mask.
TEnumAsByte< en...
AutoExposureMethod
Luminance computation method
float
AutoExposureMinBrightness
Auto-Exposure minimum adaptation.
float
AutoExposureSpeedDown
>0
float
AutoExposureSpeedUp
>0
float
Bloom1Size
Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations
FLinearColor
Bloom1Tint
Bloom1 tint color
float
Bloom2Size
Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
FLinearColor
Bloom2Tint
Bloom2 tint color
float
Bloom3Size
Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
FLinearColor
Bloom3Tint
Bloom3 tint color
float
Bloom4Size
Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Bloom4Tint
Bloom4 tint color
float
Bloom5Size
Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Bloom5Tint
Bloom5 tint color
float
Bloom6Size
Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
FLinearColor
Bloom6Tint
Bloom6 tint color
float
BloomConvolutionBufferScale
Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen.
FVector2D
BloomConvolutionCenterUV
The UV location of the center of the kernel. Should be very close to (.5,.5)
float
BloomConvolutionPreFilterMax
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).
float
BloomConvolutionPreFilterMin
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).
float
BloomConvolutionPreFilterMult
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).
float
BloomConvolutionScatterDispersion
Intensity multiplier on the scatter dispersion energy of the kernel.
float
BloomConvolutionSize
Relative size of the convolution kernel image compared to the minor axis of the viewport
TObjectPtr< cla...
BloomConvolutionTexture
Texture to replace default convolution bloom kernel
TObjectPtr< cla...
BloomDirtMask
Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.
float
BloomDirtMaskIntensity
BloomDirtMask intensity
FLinearColor
BloomDirtMaskTint
BloomDirtMask tint color
float
BloomIntensity
Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter
TEnumAsByte< en...
BloomMethod
Bloom algorithm
float
BloomSizeScale
Scale for all bloom sizes
float
BloomThreshold
Minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter
float
BlueCorrection
Correct for artifacts with "electric" blues due to the ACEScg color space.
uint8: 1
bMobileHQGaussian
Enable HQ Gaussian on high end mobile platforms. (ES3_1)
uint8: 1
bOverride_AmbientCubemapIntensity
uint8: 1
bOverride_AmbientCubemapTint
uint8: 1
bOverride_AmbientOcclusionBias
uint8: 1
bOverride_AmbientOcclusionFadeDistance
uint8: 1
bOverride_AmbientOcclusionFadeRadius
uint8: 1
bOverride_AmbientOcclusionIntensity
uint8: 1
bOverride_AmbientOcclusionMipBlend
uint8: 1
bOverride_AmbientOcclusionMipScale
uint8: 1
bOverride_AmbientOcclusionMipThreshold
uint8: 1
bOverride_AmbientOcclusionPower
uint8: 1
bOverride_AmbientOcclusionQuality
uint8: 1
bOverride_AmbientOcclusionRadius
uint8: 1
bOverride_AmbientOcclusionRadiusInWS
uint8: 1
bOverride_AmbientOcclusionStaticFraction
uint8:  1
bOverride_AmbientOcclusionTemporalBlendWeight
uint8: 1
bOverride_AutoExposureApplyPhysicalCameraExposure
uint8: 1
bOverride_AutoExposureBias
uint8:  1
bOverride_AutoExposureBiasBackup
With the auto exposure changes, we are also changing the auto exposure override value, so we are storing that backup as well.
uint8: 1
bOverride_AutoExposureBiasCurve
uint8: 1
bOverride_AutoExposureHighPercent
uint8: 1
bOverride_AutoExposureLowPercent
uint8: 1
bOverride_AutoExposureMaxBrightness
uint8: 1
bOverride_AutoExposureMeterMask
uint8: 1
bOverride_AutoExposureMethod
uint8: 1
bOverride_AutoExposureMinBrightness
uint8: 1
bOverride_AutoExposureSpeedDown
uint8: 1
bOverride_AutoExposureSpeedUp
uint8: 1
bOverride_Bloom1Size
uint8: 1
bOverride_Bloom1Tint
uint8: 1
bOverride_Bloom2Size
uint8: 1
bOverride_Bloom2Tint
uint8: 1
bOverride_Bloom3Size
uint8: 1
bOverride_Bloom3Tint
uint8: 1
bOverride_Bloom4Size
uint8: 1
bOverride_Bloom4Tint
uint8: 1
bOverride_Bloom5Size
uint8: 1
bOverride_Bloom5Tint
uint8: 1
bOverride_Bloom6Size
uint8: 1
bOverride_Bloom6Tint
uint8:  1
bOverride_BloomConvolutionBufferScale
uint8:  1
bOverride_BloomConvolutionCenterUV
uint8:  1
bOverride_BloomConvolutionPreFilterMax
uint8:  1
bOverride_BloomConvolutionPreFilterMin
uint8:  1
bOverride_BloomConvolutionPreFilterMult
uint8:  1
bOverride_BloomConvolutionScatterDispersion
uint8:  1
bOverride_BloomConvolutionSize
uint8:  1
bOverride_BloomConvolutionTexture
uint8: 1
bOverride_BloomDirtMask
uint8: 1
bOverride_BloomDirtMaskIntensity
uint8: 1
bOverride_BloomDirtMaskTint
uint8: 1
bOverride_BloomIntensity
uint8:  1
bOverride_BloomMethod
uint8: 1
bOverride_BloomSizeScale
uint8: 1
bOverride_BloomThreshold
uint8:  1
bOverride_BlueCorrection
uint8: 1
bOverride_CameraISO
uint8: 1
bOverride_CameraShutterSpeed
uint8: 1
bOverride_ChromaticAberrationStartOffset
uint8: 1
bOverride_ColorContrast
uint8:  1
bOverride_ColorContrastHighlights
uint8:  1
bOverride_ColorContrastMidtones
uint8:  1
bOverride_ColorContrastShadows
uint8:  1
bOverride_ColorCorrectionHighlightsMax
uint8:  1
bOverride_ColorCorrectionHighlightsMin
uint8:  1
bOverride_ColorCorrectionShadowsMax
uint8: 1
bOverride_ColorGain
uint8:  1
bOverride_ColorGainHighlights
uint8:  1
bOverride_ColorGainMidtones
uint8:  1
bOverride_ColorGainShadows
uint8: 1
bOverride_ColorGamma
uint8:  1
bOverride_ColorGammaHighlights
uint8:  1
bOverride_ColorGammaMidtones
uint8:  1
bOverride_ColorGammaShadows
uint8: 1
bOverride_ColorGradingIntensity
uint8: 1
bOverride_ColorGradingLUT
uint8: 1
bOverride_ColorOffset
uint8:  1
bOverride_ColorOffsetHighlights
uint8:  1
bOverride_ColorOffsetMidtones
uint8:  1
bOverride_ColorOffsetShadows
uint8: 1
bOverride_ColorSaturation
Color Correction controls.
uint8:  1
bOverride_ColorSaturationHighlights
uint8:  1
bOverride_ColorSaturationMidtones
uint8:  1
bOverride_ColorSaturationShadows
uint8:  1
bOverride_DepthOfFieldBladeCount
uint8: 1
bOverride_DepthOfFieldDepthBlurAmount
uint8: 1
bOverride_DepthOfFieldDepthBlurRadius
uint8: 1
bOverride_DepthOfFieldFarBlurSize
uint8: 1
bOverride_DepthOfFieldFarTransitionRegion
uint8: 1
bOverride_DepthOfFieldFocalDistance
uint8: 1
bOverride_DepthOfFieldFocalRegion
uint8: 1
bOverride_DepthOfFieldFstop
uint8:  1
bOverride_DepthOfFieldMinFstop
uint8: 1
bOverride_DepthOfFieldNearBlurSize
uint8: 1
bOverride_DepthOfFieldNearTransitionRegion
uint8: 1
bOverride_DepthOfFieldOcclusion
uint8: 1
bOverride_DepthOfFieldScale
uint8: 1
bOverride_DepthOfFieldSensorWidth
uint8: 1
bOverride_DepthOfFieldSkyFocusDistance
uint8: 1
bOverride_DepthOfFieldSqueezeFactor
uint8: 1
bOverride_DepthOfFieldVignetteSize
uint32:  1
bOverride_DynamicGlobalIlluminationMethod
uint8:  1
bOverride_ExpandGamut
uint8: 1
bOverride_FilmBlackClip
uint8:  1
bOverride_FilmGrainHighlightsMax
uint8:  1
bOverride_FilmGrainHighlightsMin
uint8: 1
bOverride_FilmGrainIntensity
uint8:  1
bOverride_FilmGrainIntensityHighlights
uint8:  1
bOverride_FilmGrainIntensityMidtones
uint8:  1
bOverride_FilmGrainIntensityShadows
uint8:  1
bOverride_FilmGrainShadowsMax
uint8: 1
bOverride_FilmGrainTexelSize
uint8:  1
bOverride_FilmGrainTexture
uint8: 1
bOverride_FilmShoulder
uint8: 1
bOverride_FilmSlope
uint8: 1
bOverride_FilmToe
uint8: 1
bOverride_FilmWhiteClip
uint8: 1
bOverride_HistogramLogMax
uint8: 1
bOverride_HistogramLogMin
uint8: 1
bOverride_IndirectLightingColor
uint8: 1
bOverride_IndirectLightingIntensity
uint8: 1
bOverride_LensFlareBokehShape
uint8: 1
bOverride_LensFlareBokehSize
uint8: 1
bOverride_LensFlareIntensity
uint8: 1
bOverride_LensFlareThreshold
uint8: 1
bOverride_LensFlareTint
uint8: 1
bOverride_LensFlareTints
uint8: 1
bOverride_LocalExposureBlurredLuminanceBlend
uint8: 1
bOverride_LocalExposureBlurredLuminanceKernelSizePercent
uint8: 1
bOverride_LocalExposureDetailStrength
uint8: 1
bOverride_LocalExposureHighlightContrastScale
uint8: 1
bOverride_LocalExposureMiddleGreyBias
uint8: 1
bOverride_LocalExposureShadowContrastScale
uint32:  1
bOverride_LumenDiffuseColorBoost
uint32:  1
bOverride_LumenFinalGatherLightingUpdateSpeed
uint32:  1
bOverride_LumenFinalGatherQuality
uint8: 1
bOverride_LumenFrontLayerTranslucencyReflections
uint32:  1
bOverride_LumenFullSkylightLeakingDistance
uint32:  1
bOverride_LumenMaxReflectionBounces
uint32:  1
bOverride_LumenMaxTraceDistance
uint8: 1
bOverride_LumenRayLightingMode
uint8: 1
bOverride_LumenReflectionQuality
uint32:  1
bOverride_LumenSceneDetail
uint32:  1
bOverride_LumenSceneLightingQuality
uint32:  1
bOverride_LumenSceneLightingUpdateSpeed
uint32:  1
bOverride_LumenSceneViewDistance
uint32:  1
bOverride_LumenSkylightLeaking
uint8:  1
bOverride_LumenSurfaceCacheResolution
uint8: 1
bOverride_MobileHQGaussian
uint8: 1
bOverride_MotionBlurAmount
uint8: 1
bOverride_MotionBlurMax
uint8: 1
bOverride_MotionBlurPerObjectSize
uint8:  1
bOverride_MotionBlurTargetFPS
uint32:  1
bOverride_PathTracingEnableDenoiser
uint32:  1
bOverride_PathTracingEnableReferenceAtmosphere
uint32:  1
bOverride_PathTracingEnableReferenceDOF
uint32:  1
bOverride_PathTracingIncludeDiffuse
uint32:  1
bOverride_PathTracingIncludeEmissive
uint32:  1
bOverride_PathTracingIncludeIndirectDiffuse
uint32:  1
bOverride_PathTracingIncludeIndirectEmissive
uint32:  1
bOverride_PathTracingIncludeIndirectSpecular
uint32:  1
bOverride_PathTracingIncludeIndirectVolume
uint32:  1
bOverride_PathTracingIncludeSpecular
uint32:  1
bOverride_PathTracingIncludeVolume
uint32:  1
bOverride_PathTracingMaxBounces
uint32:  1
bOverride_PathTracingMaxPathExposure
uint32:  1
bOverride_PathTracingSamplesPerPixel
uint32:  1
bOverride_RayTracingAO
uint32:  1
bOverride_RayTracingAOIntensity
uint32:  1
bOverride_RayTracingAORadius
uint32:  1
bOverride_RayTracingAOSamplesPerPixel
uint32:  1
bOverride_RayTracingGI
uint32:  1
bOverride_RayTracingGIMaxBounces
uint32:  1
bOverride_RayTracingGISamplesPerPixel
uint32:  1
bOverride_RayTracingReflectionsMaxBounces
uint32:  1
bOverride_RayTracingReflectionsMaxRoughness
uint32:  1
bOverride_RayTracingReflectionsSamplesPerPixel
uint32:  1
bOverride_RayTracingReflectionsShadows
uint32:  1
bOverride_RayTracingReflectionsTranslucency
uint32:  1
bOverride_RayTracingTranslucencyMaxRoughness
uint32:  1
bOverride_RayTracingTranslucencyRefraction
uint32:  1
bOverride_RayTracingTranslucencyRefractionRays
uint32:  1
bOverride_RayTracingTranslucencySamplesPerPixel
uint32:  1
bOverride_RayTracingTranslucencyShadows
uint8: 1
bOverride_ReflectionMethod
uint8: 1
bOverride_SceneColorTint
uint8: 1
bOverride_SceneFringeIntensity
uint8: 1
bOverride_ScreenSpaceReflectionIntensity
uint8: 1
bOverride_ScreenSpaceReflectionMaxRoughness
uint8: 1
bOverride_ScreenSpaceReflectionQuality
uint8: 1
bOverride_ScreenSpaceReflectionRoughnessScale
uint8: 1
bOverride_Sharpen
uint8: 1
bOverride_TemperatureType
uint8:  1
bOverride_ToneCurveAmount
uint32:  1
bOverride_TranslucencyType
uint8: 1
bOverride_VignetteIntensity
uint8: 1
bOverride_WhiteTemp
uint8: 1
bOverride_WhiteTint
float
CameraISO
The camera sensor sensitivity in ISO.
float
CameraShutterSpeed
The camera shutter in seconds.
float
ChromaticAberrationStartOffset
A normalized distance to the center of the framebuffer where the effect takes place.
FVector4
ColorContrast
FVector4
ColorContrastHighlights
FVector4
ColorContrastMidtones
FVector4
ColorContrastShadows
float
ColorCorrectionHighlightsMax
Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility
float
ColorCorrectionHighlightsMin
float
ColorCorrectionShadowsMax
FVector4
ColorGain
FVector4
ColorGainHighlights
FVector4
ColorGainMidtones
FVector4
ColorGainShadows
FVector4
ColorGamma
FVector4
ColorGammaHighlights
FVector4
ColorGammaMidtones
FVector4
ColorGammaShadows
float
ColorGradingIntensity
Color grading lookup table intensity. 0 = no intensity, 1=full intensity
TObjectPtr< cla...
ColorGradingLUT
Look up table texture to use or none of not used
FVector4
ColorOffset
FVector4
ColorOffsetHighlights
FVector4
ColorOffsetMidtones
FVector4
ColorOffsetShadows
FVector4
ColorSaturation
Color Correction controls.
FVector4
ColorSaturationHighlights
FVector4
ColorSaturationMidtones
FVector4
ColorSaturationShadows
int32
DepthOfFieldBladeCount
Defines the number of blades of the diaphragm within the lens (between 4 and 16).
float
DepthOfFieldDepthBlurAmount
CircleDOF only: Depth blur km for 50%
float
DepthOfFieldDepthBlurRadius
CircleDOF only: Depth blur radius in pixels at 1920x
float
DepthOfFieldFarBlurSize
Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)
float
DepthOfFieldFarTransitionRegion
To define the width of the transition region next to the focal region on the near side (cm)
float
DepthOfFieldFocalDistance
Distance in which the Depth of Field effect should be sharp, in unreal units (cm)
float
DepthOfFieldFocalRegion
Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)
float
DepthOfFieldFstop
Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect
float
DepthOfFieldMinFstop
Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm.
float
DepthOfFieldNearBlurSize
Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)
float
DepthOfFieldNearTransitionRegion
To define the width of the transition region next to the focal region on the near side (cm)
float
DepthOfFieldOcclusion
Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)
float
DepthOfFieldScale
SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF.
float
DepthOfFieldSensorWidth
Width of the camera sensor to assume, in mm.
float
DepthOfFieldSkyFocusDistance
Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance
float
DepthOfFieldSqueezeFactor
Width of the camera sensor to assume, in mm.
float
DepthOfFieldVignetteSize
Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off
TEnumAsByte<ED...
DynamicGlobalIlluminationMethod
Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.
float
ExpandGamut
Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.
float
FilmBlackClip
float
FilmGrainHighlightsMax
Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility
float
FilmGrainHighlightsMin
float
FilmGrainIntensity
0..1 Film grain intensity to apply.
float
FilmGrainIntensityHighlights
float
FilmGrainIntensityMidtones
float
FilmGrainIntensityShadows
float
FilmGrainShadowsMax
float
FilmGrainTexelSize
Size of texel of FilmGrainTexture on screen.
TObjectPtr< cla...
FilmGrainTexture
Defines film grain texture to use.
float
FilmShoulder
float
FilmSlope
float
FilmToe
float
FilmWhiteClip
float
HistogramLogMax
Histogram Max value.
float
HistogramLogMin
Histogram Min value.
FLinearColor
IndirectLightingColor
Adjusts indirect lighting color.
float
IndirectLightingIntensity
Scales the indirect lighting contribution.
TObjectPtr< cla...
LensFlareBokehShape
Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended
float
LensFlareBokehSize
Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)
float
LensFlareIntensity
Brightness scale of the image cased lens flares (linear)
float
LensFlareThreshold
Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)
FLinearColor
LensFlareTint
Tint color for the image based lens flares.
FLinearColor[8]
LensFlareTints
RGB defines the lens flare color, A it's position. This is a temporary solution.
float
LocalExposureBlurredLuminanceBlend
Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
float
LocalExposureBlurredLuminanceKernelSizePercent
Kernel size (percentage of screen) used to blur frame luminance.
float
LocalExposureDetailStrength
Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
float
LocalExposureHighlightContrastScale
Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
float
LocalExposureMiddleGreyBias
Logarithmic adjustment for the local exposure middle grey.
float
LocalExposureShadowContrastScale
Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
float
LumenDiffuseColorBoost
Allows brightening indirect lighting by calculating material diffuse color for indirect lighting as pow(DiffuseColor, 1 / DiffuseColorBoost).
float
LumenFinalGatherLightingUpdateSpeed
Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance.
float
LumenFinalGatherQuality
Scales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.
uint8:  1
LumenFrontLayerTranslucencyReflections
Whether to use high quality mirror reflections on the front layer of translucent surfaces.
float
LumenFullSkylightLeakingDistance
Controls the distance from a receiving surface where skylight leaking reaches its full intensity.
int32
LumenMaxReflectionBounces
Sets the maximum number of recursive reflection bounces.
float
LumenMaxTraceDistance
Controls the maximum distance that Lumen should trace while solving lighting.
ELumenRayLighti...
LumenRayLightingMode
Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing.
float
LumenReflectionQuality
Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.
float
LumenSceneDetail
Controls the size of instances that can be represented in Lumen Scene.
float
LumenSceneLightingQuality
Scales Lumen Scene's quality.
float
LumenSceneLightingUpdateSpeed
Controls how much Lumen Scene is allowed to cache lighting results to improve performance.
float
LumenSceneViewDistance
Sets the maximum view distance of the scene that Lumen maintains for ray tracing against.
float
LumenSkylightLeaking
Controls what fraction of the skylight intensity should be allowed to leak.
float
LumenSurfaceCacheResolution
Scale factor for Lumen Surface Cache resolution, for Scene Capture.
float
MotionBlurAmount
Strength of motion blur, 0:off
float
MotionBlurMax
Max distortion caused by motion blur, in percent of the screen width, 0:off
float
MotionBlurPerObjectSize
The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width.
int32
MotionBlurTargetFPS
Defines the target FPS for motion blur.
uint32:  1
PathTracingEnableDenoiser
Run the currently loaded denoiser plugin on the last sample to remove noise from the output.
uint32:  1
PathTracingEnableReferenceAtmosphere
Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight.
uint32:  1
PathTracingEnableReferenceDOF
Enables a reference quality depth-of-field which replaces the post-process effect.
uint32:  1
PathTracingIncludeDiffuse
Should the render include diffuse lighting contributions?
uint32:  1
PathTracingIncludeEmissive
Should the render include directly visible emissive elements?
uint32:  1
PathTracingIncludeIndirectDiffuse
Should the render include indirect diffuse lighting contributions?
uint32:  1
PathTracingIncludeIndirectEmissive
Should the render include indirectly visible emissive elements?
uint32:  1
PathTracingIncludeIndirectSpecular
Should the render include indirect specular lighting contributions?
uint32:  1
PathTracingIncludeIndirectVolume
Should the render include volume lighting contributions?
uint32:  1
PathTracingIncludeSpecular
Should the render include specular lighting contributions?
uint32:  1
PathTracingIncludeVolume
Should the render include volume lighting contributions?
int32
PathTracingMaxBounces
Path Tracing.
float
PathTracingMaxPathExposure
Sets the maximum exposure allowed in the path tracer to reduce fireflies.
int32
PathTracingSamplesPerPixel
Sets the samples per pixel for the path tracer.
uint32:  1
RayTracingAO
Enables ray tracing ambient occlusion.
float
RayTracingAOIntensity
Scalar factor on the ray-tracing ambient occlusion score.
float
RayTracingAORadius
Defines the world-space search radius for occlusion rays.
int32
RayTracingAOSamplesPerPixel
Sets the samples per pixel for ray tracing ambient occlusion.
int32
RayTracingGIMaxBounces
Sets the ray tracing global illumination maximum bounces.
int32
RayTracingGISamplesPerPixel
Sets the samples per pixel for ray tracing global illumination.
ERayTracingGlob...
RayTracingGIType
Sets the ray tracing global illumination type.
int32
RayTracingReflectionsMaxBounces
Sets the maximum number of ray tracing reflection bounces.
float
RayTracingReflectionsMaxRoughness
Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster).
int32
RayTracingReflectionsSamplesPerPixel
Sets the samples per pixel for ray traced reflections.
EReflectedAndRe...
RayTracingReflectionsShadows
Sets the reflected shadows type.
uint8:  1
RayTracingReflectionsTranslucency
Enables ray tracing translucency in reflections.
float
RayTracingTranslucencyMaxRoughness
Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster).
uint8:  1
RayTracingTranslucencyRefraction
Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).
int32
RayTracingTranslucencyRefractionRays
Sets the maximum number of ray tracing refraction rays.
int32
RayTracingTranslucencySamplesPerPixel
Sets the samples per pixel for ray traced translucency.
EReflectedAndRe...
RayTracingTranslucencyShadows
Sets the translucency shadows type.
TEnumAsByte<ER...
ReflectionMethod
Chooses the Reflection method. Not compatible with Forward Shading.
FLinearColor
SceneColorTint
Scene tint color
float
SceneFringeIntensity
In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.
float
ScreenSpaceReflectionIntensity
Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency
float
ScreenSpaceReflectionMaxRoughness
Untilwhat roughness we fade the screen space reflections, 0.8 works well, smaller can run faster
float
ScreenSpaceReflectionQuality
0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.
float
Sharpen
Controls the strength of image sharpening applied during tonemapping.
TEnumAsByte< en...
TemperatureType
Selects the type of temperature calculation.
float
ToneCurveAmount
Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)
ETranslucencyTy...
TranslucencyType
Sets the translucency type
float
VignetteIntensity
0..1 0=off/no vignette .. 1=strong vignette
FWeightedBlenda...
WeightedBlendables
Note: Adding properties before this line require also changes to the OverridePostProcessSettings() function andFPostProcessSettingsconstructor and possibly theSetBaseValues()method.
float
WhiteTemp
float
WhiteTint